1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 #ifndef sw_SamplerCore_hpp 16 #define sw_SamplerCore_hpp 17 18 #include "PixelRoutine.hpp" 19 #include "Reactor/Reactor.hpp" 20 21 namespace sw 22 { 23 enum SamplerMethod 24 { 25 Implicit, // Compute gradients (pixel shader only). 26 Bias, // Compute gradients and add provided bias. 27 Lod, // Use provided LOD. 28 Grad, // Use provided gradients. 29 Fetch, // Use provided integer coordinates. 30 Base // Sample base level. 31 }; 32 33 enum SamplerOption 34 { 35 None, 36 Offset // Offset sample location by provided integer coordinates. 37 }; 38 39 struct SamplerFunction 40 { SamplerFunctionsw::SamplerFunction41 SamplerFunction(SamplerMethod method, SamplerOption option = None) : method(method), option(option) {} operator SamplerMethodsw::SamplerFunction42 operator SamplerMethod() { return method; } 43 44 const SamplerMethod method; 45 const SamplerOption option; 46 }; 47 48 class SamplerCore 49 { 50 public: 51 SamplerCore(Pointer<Byte> &constants, const Sampler::State &state); 52 53 Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); 54 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function); 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 56 57 private: 58 Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12); 59 60 void border(Short4 &mask, Float4 &coordinates); 61 void border(Int4 &mask, Float4 &coordinates); 62 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); 63 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); 64 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); 65 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); 66 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); 67 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); 68 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function); 69 Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function); 70 Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); 71 Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function); 72 Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function); 73 Float log2sqrt(Float lod); 74 Float log2(Float lod); 75 void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); 76 void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function); 77 void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function); 78 void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M); 79 Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode); 80 void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function); 81 void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function); 82 Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); 83 Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]); 84 Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function); 85 void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD); 86 Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap); 87 void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function); 88 Int4 computeFilterOffset(Float &lod); 89 90 void convertFixed12(Short4 &ci, Float4 &cf); 91 void convertFixed12(Vector4s &cs, Vector4f &cf); 92 void convertSigned12(Float4 &cf, Short4 &ci); 93 void convertSigned15(Float4 &cf, Short4 &ci); 94 void convertUnsigned16(Float4 &cf, Short4 &ci); 95 void sRGBtoLinear16_8_16(Short4 &c); 96 void sRGBtoLinear16_6_16(Short4 &c); 97 void sRGBtoLinear16_5_16(Short4 &c); 98 99 bool hasFloatTexture() const; 100 bool hasUnnormalizedIntegerTexture() const; 101 bool hasUnsignedTextureComponent(int component) const; 102 int textureComponentCount() const; 103 bool hasThirdCoordinate() const; 104 bool has16bitTextureFormat() const; 105 bool has8bitTextureComponents() const; 106 bool has16bitTextureComponents() const; 107 bool has32bitIntegerTextureComponents() const; 108 bool hasYuvFormat() const; 109 bool isRGBComponent(int component) const; 110 111 Pointer<Byte> &constants; 112 const Sampler::State &state; 113 }; 114 } 115 116 #endif // sw_SamplerCore_hpp 117